§1

Resource Maxima

Interface-facing approximations · drag bars to set current

HP75 / 100
75%
Mana75 / 100
75%
Stamina75 / 100
75%
Reserve60 / 80
75%
§3–5

Regeneration

BaseRegen × RecoveryStateMod × curve(q) — per tick

HP
5.62/tick
Base 10 × 56%safe
Mana
5.62/tick
Base 10 × 56%safe
Stamina
5.62/tick
Base 10 × 56%safe
Reserve
5.62/tick
Base 10 × 56%safe

Reserve regen is blocked during combat / acute stress (ReserveRegen = 0). Adjust RecoveryStateMod in the attribute panel to model rest states.

§4

Regeneration Curve

Safe-low asymptotic model — peak at q = q_s, suppressed below (failure zone)

25%50%75%100%0%10%25%50%75%100%Current Resource q = R(t) / R_maxMultiplierq_s = 10%HPManaStaminaReserve
10%

Default 10% — peak regen at this q

0.45

Default 0.45 — higher = steeper fall-off

2.0

Default 2 — higher = sharper crash below q_s

§7

Failure States

Live zone status — driven by current resource ratios (drag bars above)

HPq = 75%
SafeOverextensionCollapse

Functional body integrity intact

No Reserve buffer for HP loss

Manaq = 75%
SafeOverextensionCollapse

Casting strain, weaker sustained output

1 Reserve = 5 Mana deficit

Staminaq = 75%
SafeOverextensionCollapse

Tired but safe physical output

1 Reserve = 5 Stamina deficit

Reserveq = 75%
SafeOverextensionCollapse

Emergency buffer available

Reserve backlash if debit rate exceeds safe rate

Reserve Accounting §6

Reserve buffers forced Mana/Stamina draw below their 20% floors. Conversion: 1 Reserve = 5 Mana or 5 Stamina deficit. Reserve regen is suppressed to zero during combat — deep recovery only.